RimWorld

RimWorld

1,368 ratings
[RH2] Hand-To-Hand
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.958 MB
24 Jul, 2021 @ 7:31pm
18 Jul @ 9:57pm
16 Change Notes ( view )

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[RH2] Hand-To-Hand

In 2 collections by Chicken Plucker
Project Red Horse: Metal Gear Solid mods
6 items
Red Horse²
22 items
Description

Perform Hand-To-Hand abilities to have an advantage over your opponent in melee combat.


- This mod adds 9 custom melee abilities for your pawns that they can use to knock out enemies
- Includes autocasting!
- Pawns will now path towards target (unlike previous versions)
- Based on the original "[CP] Takedown" mod series
- Discombobulate
- There is no mercy in this Dojo, is there?
- Yes, if you discombobulate a caravan muffalo, you will annoy your allies.
- Ability chance to fail affected by target's mass and melee skill
- Ability chance is also affected by your pawn's melee skill
- NPCs can use these moves against you as well

Warning: Knockout durations are at max of 2-3 in-game hours (unlike previous versions), depending on the ability your target will get up in a few seconds so do not assume these moves will put them to sleep forever.








- Pawns can now path to their target unlike previous versions
- You can enable/disable or hide ability buttons in mod options
- Abilities have a chance to fail
- Abilities on success and failure have a cooldown timer
- Chance to fail is affected by three factors: 1. User's melee skill 2. Target's melee skill 3. Target's mass
- Enemies can use these abilities against you as well
- Mod settings allow you to diable or enable hand-to-hand on animals and non humanlikes including mechanoids.

Note: Disabling autocast or abilities (not hiding, disabling) will disable them for both you and NPCs.

Demonstration:

Note: Pawn had 20 melee skill for testing purposes.


- No known hard incompatibilities. (yet)

- Requires Harmony

- Reported to have issues where custom races can't learn the abilities (needs more confirmation from race mod users)

- Does not require JecsTools, highly recommend to abandon old version of any "[CP] Takedown" mods.

- Combat Extended? 3 user reports say that it works with CE just fine.

- Safe to enable mid save? Yes.

- Safe to disable mid save? No, causes errors.



Please consider to:
[ko-fi.com]

To fund my Dojo and teach youngsters (such as yourself) to defend themselves from rich people and teenage girls!




Credits to:
Taranchuk - Coding
Arquebus - Coding
Jecrell - Original C# coder
Dninemfive - Original C# coder
Sherlock Holmes - Discombobulate
Muhammad Ali - Phantom Punch move
WWE - RKO move
Hideo Konami - MGS CQC move
DOOT - Glory Kill move
Sensei Kreese - For being the best sensei in Hill Valley
inbae - Korean translation
Абразованый - Russian translation
567 Comments
Arielziito 18 Oct @ 4:16pm 
Some of my colonists in multiple different colonies have suddenly started attacking prisoners for no reason. Not just once, constantly. Every time they crossed paths with the one specific prisoner they would attack them. There was one time a colonist glory killed a prisoner i was trying to recruit
Husker_85 13 Oct @ 11:26am 
Also maybe lock (or have an option to lock) glory kill behind the High Melee Damage genome, as a baseliner shouldn't be able to do it
Husker_85 7 Oct @ 1:58pm 
Loving this mod. Just one suggestion: maybe ghouls shouldn't know kung-fu? (as funny and useful as it is to have them sweep the leg against prisoners)
oinko sploinko 21 Sep @ 9:15pm 
@mungeater999, Melee animation is compatible with this mod, unless you mean integration, in which case you should ask the creator of melee animation, not this gentleman.
7:39 PM 21 Sep @ 4:33pm 
perfect for my playthrough. Would be nice if there was a way to manually pick which moves to autocast for individual pawns. Kinda like picking a signature move for each pawn and the move their known for.
PanzerGirl 21 Sep @ 11:57am 
perfect mode:tabbycat:
Sociedad 5 Sep @ 7:41am 
One of the best f mods out there, sadly i cant use it because i like op pawns and i dont want to sum more op things lol
mungeater999 16 Aug @ 10:19am 
id absolutely love melee animation compatability with this but thats obviously a huge undertaking
Morphine 5 Aug @ 10:26am 
for some reason my pawn keeps using auto cast on my slaves (?) knocking them out constantly
Comradebusman3 2 Aug @ 10:17pm 
addendum: I was able to get around this particular instance by using an RKO on the bear. Very funny, and stunned the bear long enough to just cut it's throat, but it's still an irritation to have my commands ignored in favor of auto cast